KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
One point,you don't have to do that test at sliders of 0 and 100%, any two values will work
Great article. But this part is highly counter-intuitive. Shouldn't I rather hire scientists, even if that means spending fewer turns on deficit research?(...) As an extreme example, say you have a library, university, observatory, and laboratory in each one of your cities - but you have almost no gold multipliers...just a bank in one city. In that city with a bank, a merchant will produce 4 gold (rounded down) while a scientist will produce 6 beakers. But since the beaker-per-gold ratio in your empire will be very close to 2, the merchant will help your research rate more than a scientist.

to your empire. It compensates some portion of your total expenses; thus, allowing some commerce to be spent directly into research instead of funding your costs.
per turn of your expenses, in effect creates 50
x 1.25(library effect = 62.5
per turn.
at the 50%
x the empirewide average
multiplier rate.
you save is translated into
by multiplying the freed up commerce by the empirewide average
multiplier. Similarly, the freed up
can be translated into
through multiplying by the empirewide average
multiplier.Great article. But this part is highly counter-intuitive. Shouldn't I rather hire scientists, even if that means spending fewer turns on deficit research?![]()
Mhhh... I'm definitely not that good at maths.No, you should hire a merchant and get 4 gold, that you will transform into 8 beakers through deficit research. If you hire a scientist you just get 6 beakers.
So, if I understand correctly... 4 gold is less (in itself) than 6 beakers, but gaining 4 gold through a merchant allows me to reduce my deficit by 4 gpt, thus allowing me to convert 4 additional commerce to beakers, earning me 8 beakers (because my cities have +100% science multipliers). Is that it?
How do you take into account money comming in from other civ (tribute/trade)?
I realise that it is net of any commerce bonuses, but if say 10% of your income (when slider at 0%) comes from external sources, surely this will affect your net beaker cost, particularly if that foreign income rose to say 40% of income.
At what point in your calculation of beaker cost do subtract the income gold?
edit: to clarify..... If you don't subtract gold income at slider 100%, you possibly won't be running deficit, whereas if you do, you will be running deficit.
I just cant understand what is "deficit research".
Ok, we set 100% gold, get some gold and then set slider to 100% and get minus to gold but big science. But if multipliers was equal for all these turns - we'll get the same result...
However I am a little confused as to the actual application of the process.
What exactly is the "golden mean/ratio", how do I put your theory in practise, when researching?
Say I am trying to research code of laws....
can you please provide me an example as to how to determine the best way to gauge what my research slider should be set at it....?


As for the example of the Code of Laws (CoL) you asked for, there is no best way to research it. Lets say you gain 5 gpt at 0% beakers then loose 15gpt at 100% and it would take 8 turns at 100% to finish it, then you could leave your slider at 0% to accumulate the gold to get CoL at 100% in the 8 turns (assuming the beakers you do get at 0% does not change the lenth of time to research the tech at 100%, for simplicity). This would take 24 turns to accumulate the gold + 8 to research the tech meaning 32 turns total. Lets say then that at 60% you loose/gain 0gpt but you would find that the time to research CoL would be 32 turns as well. So unless you can change the beaker to gold ratio by building more libraries or gain more gold in your kitty by pillaging or trade of AI, or increasing your commerce (cottaging working other tiles) or building commerce multipliers, it makes no difference as to how fast you can research CoL.
Hope that helps![]()
vs
In my recent games I barely built any markets or banks, preferring
multipliers instead. However, this article seems to indicate that it may be better to use gold multiplier buildings instead as it can be more effective. That contradicts with what I have believed so far. Especially as you get to the end of games (particularly with space win the victory goal),
multipliers have nigh on zero meaning, because you start building wealth/research everywhere and run the slider at 100%
)